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Schachter, Ron – District Administration, 2010
The responsibilities of the modern school superintendent may already seem boundless, from making the most of shrinking budgets, to working 21st-century skills into the K12 curriculum, to meeting the escalating standards of NCLB testing. But thanks to the initiatives of two national organizations dedicated to improving the use of educational…
Descriptors: Student Projects, Elementary Secondary Education, Testing, Active Learning
New Mexico Public Education Department, 2010
The New Mexico Public Education Department 2010 Annual Report was created as a way to reflect on the accomplishments in education that occurred under Governor Bill Richardson's administration from 2002-2010. In 2003, the Governor outlined a reform agenda and pledged his commitment to improve education in New Mexico. In the fall of 2003, Governor…
Descriptors: Strategic Planning, Schools of Education, School Readiness, Recognition (Achievement)
New Media Consortium, 2005
This monograph, the report of the 21st Century Literacy Summit held in April 2005, presents a working definition for this emerging field, and details strategic priorities and recommendations that were the summit's major outcomes. The five strategic priorities--(1) Develop a Strategic Research Agenda; (2) Raise Awareness and Visibility of the…
Descriptors: Educational Planning, Literacy, Educational Trends, Educational Change
Thomas, William R. – Southern Regional Education Board (SREB), 2008
Southern Regional Education Board (SREB) state virtual schools are growing, and so should their funding. Since 2005, when SREB first gathered data on the number of middle grades and high school students in SREB state virtual schools, enrollment has gone up sevenfold. For many of these students, access to these courses would not have been possible…
Descriptors: High School Students, Educational Finance, Middle School Students, Virtual Classrooms
Tobias, Sigmund, Ed.; Fletcher, J. D., Ed. – IAP - Information Age Publishing, Inc., 2011
There is intense interest in computer games. A total of 65 percent of all American households play computer games, and sales of such games increased 22.9 percent last year. The average amount of game playing time was found to be 13.2 hours per week. The popularity and market success of games is evident from both the increased earnings from games,…
Descriptors: Evidence, Constructivism (Learning), Play, Video Games